Mission 12: Bounty Hunt and Nashtah Pup.

By PinkTaco, in X-Wing

So I'm sure no one plays missions very often and there most definitely probably isn't an official ruling on this, but some friends of mine and myself tried to play this mission a bit back and we ran into a ruling that is a bit murky.

The mission has a default setup with specific ships but it also states if players want, they can create a 100 point team then declare one ship to be the wing leader. The rules of the mission state if the wing leader is destroyed then that player is eliminated.

One of our players first attempted to pick the Hounds Tooth as their wing leader then say it didn't count if it was destroyed because the Nashtah Pup would spawn and the mission would continue. But we finally convinced him that if you choose the Hounds Tooth to be wing leader, and the Hounds Tooth itself is destroyed, the ending condition triggers. His argument that technically you choose a pilot not a ship and the pilot lives on in the pup. So question 1 is, is this the case?

Well then they tried and backtrack to say they would pick the Nashtah Pup instead of the hounds tooth, but again this caused some murkyness because in one point of view the pup doesn't technically exist on the board to be picked at all. But on the other hand it technically exists due to the Hound's tooth card, just in some kind of limbo state.

What do you guys think?

Edited by PinkTaco

Hiya,

Actually, I like playing the missions. I'm trying to go through them all and try them, but I just haven't had time lately. I don't think I ever played this one, but I've always heard it's fun.

I had to go back and read the mission and also read the Natash Pup. Most people say that the title is not really worth the points. You get to pop out a Z-95. In most cases, that's just so-so. I'm thinking that if you rule that it's the ship, then you don't even get to deploy the Z as the ship is dead. I think I would go with the idea that you WOULD get to stay in the game with the title. I think the title is useful in so few situations, but that this is one of them. The idea is that the Squad Leader is the leader and the one holding the squad together. So, if you kill the leader, then that faction is out. With the Pup, the leader isn't dead. Yes, it says "ship destroyed", but I think that's not Rules As Intented. I think intent should be followed. If you can't use it in this situation, then what good is this title ever?

Just my humble thoughts, but I kind of like the idea of the Pup keeping someone in the game.

It's a mission... flavor > technical crap...

I have played that one, and it is a fantastic setup for a 3 person game! I would just make sure that you discuss, decide and rule consistently before playing.

The main reason I would let our scum player do Nashtanah Pup in our next game is because our Rebel player owns a Ghost. I really don't think you could argue against the Attack Shuttle being the wing leader, but it operates functionally the same as the Nashtanah pup.

Yeah, I'd allow the Shuttle to do be the Squad Leader. That's even more of a....cheesy? area. I'd still allow it, though.

Ok. I don't know if we will bother with the mission again since its simpler just to play a "last man standing" style but we'll keep it in mind.

I will say, for me the one advantage of the wing leader style, is if 2 people decide to team up against the third, they either have to hold back their wing leader, and it is closer to an even match OR they have to take the risk of being out if their wing leader is taken out.

Also, the extra buffs they can do was a nice change of pace for our group.

One problem I see with this mission is that there is nothing's by stopping players from ganging up. It is plainly in a player's advantage to team up with one other player and knock out one of the other two to increase your chances.

A better design would increase the risks associated with trusting another player. This can be done by introducing ways for the different players to quickly and effectively betray one another. With those sorts of mechanics in place, players will be less prone to ganging up and more paranoid, making a more true 3-way game environment.